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円形を全体的に同じ角度で回転させる。
Rotate the entire circle at the same angle.
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#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) {}; void keyReleased(int key) {}; void mouseMoved(int x, int y) {}; void mouseDragged(int x, int y, int button) {}; void mousePressed(int x, int y, int button) {}; void mouseReleased(int x, int y, int button) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; void setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(1.5); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); vector<glm::vec3> base_location = { glm::vec3(-300, -300, 0), glm::vec3(0, -300, 0), glm::vec3(300, -300, 0), glm::vec3(-300, 0, 0), glm::vec3(0, 0, 0), glm::vec3(300, 0, 0), glm::vec3(-300, 300, 0), glm::vec3(0, 300, 0), glm::vec3(300, 300, 0), }; for (auto& location : base_location) { for (int radius = 50; radius <= 130; radius += 20) { this->setRingToMesh(this->face, this->frame, location, radius, 45); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(39); this->face.draw(); ofSetColor(239); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height) { int index = face_target.getNumVertices(); for (int deg = 0; deg < 360; deg += 1) { vector<glm::vec3> vertices; vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * 0.5)); for (auto& vertex : vertices) { auto noise_value = ofNoise( (location.x + vertex.x) * 0.00035, (location.y + vertex.y) * 0.00035 + ofGetFrameNum() * 0.008); auto rotation_x = glm::rotate(glm::mat4(), ofMap(noise_value, 0, 1, -PI * 3, PI * 3), glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(noise_value, 0, 1, -PI * 3, PI * 3), glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(noise_value, 0, 1, -PI * 3, PI * 3), glm::vec3(0, 0, 1)); vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x + glm::vec4(location, 0); } auto face_index = face_target.getNumVertices(); face_target.addVertices(vertices); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); auto frame_index = frame_target.getNumVertices(); frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |